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Re: New testing build for 3.0 is now up!
Posted: 19 Oct 2010, 23:38
by AniZIne
zarulhairee wrote:probably the resolution? thats a bug, but temporary fix for you is try to reducing your graphic properties like from 32 bit to 16 bit. or from 1280X800 to 800X600. make sure to put those on ticket
didnt work
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 00:07
by dbX
Hi. I'm new to the forums but I'm often on the #wz2100 channel (under the name de_jean_7777) so some of you may know me.
I've tested 3.0 and it crashes after some time, usually 5-10 seconds after I've started the campaign or skirmish. It always crashes. The PC is running XP SP3, with Intel 82945G (i945G) and a Pentium Dual Core E2220. The graphics drivers are the latest, though Intel has not updated them in quite some time (and most likely never will).
Changing graphics settings does not help at all. Sometimes It would crash during the loading screen with a run-time error message box (no details are provided).
Here is the log file.
Code: Select all
--- Starting log ---
info |11:58:02: [screenInitialise] Using VBO extension functions under the core names.
info |11:58:02: [screenInitialise] OpenGL 2.0 is not supported by your system, using fixed pipeline.
error |11:58:27: [TopLevelExceptionFilter] Exception handler failed to create file!
I blame Intels shoddy OpenGL drivers on this.
Also, here's the RPT file:
http://pastebin.com/G26Vz7YB
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 00:08
by phly95

this is awsome except for the sky glitch where at a cirtain angle, the sky is black, other than that, it is much more beautiful than the original one made in the 1990s!

but considering how old the original game was made, it had pretty cool graphic before but are now obsolete.
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 00:12
by phly95
also, it still needs HD cutscenes, but what was just released is a big step to getting to that point
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 00:19
by Mr_E
i like how you added more players to the limit say adding the #'s between 8-2 however, i would like to know, would / could there be more than 8 players?
also i run my warzone on a dual PENTIUM core computer soo you cant really get much worse... and 3.0 works just fine, you know excluding the keyboard problems
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 00:24
by Dalton
Mr_E wrote:i like how you added more players to the limit say adding the #'s between 8-2 however, i would like to know, would / could there be more than 8 players?
With more than 8 players it would cause more sync issues and currently if you try to play with 8 players you have a high chance of crashing/freezes.
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 00:53
by cybersphinx
dbX wrote:I blame Intels shoddy OpenGL drivers on this.
Yeah, crash in the graphics driver. If you ever wanted to switch to Linux, here's your chance, reportedly Intel graphics actually works there.
Mr_E wrote:i would like to know, would / could there be more than 8 players?
Not without a lot of work, the current maximum is quite hardcoded.
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 01:03
by dbX
cybersphinx wrote:Yeah, crash in the graphics driver. If you ever wanted to switch to Linux, here's your chance, reportedly Intel graphics actually works there.
Well, this is a work PC, and I like to play WZ during my nightshifts. I don't think they'd let me install Linux, though I use it at home (with a graphics card that actually works).
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 02:08
by Mr_E
wow

well then, i was just suggesting after all, i think more ppl want to join games that have more than 8 ppl...
wait dbx... what do you mean "nightshifts" like a night guard? or something like that?
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 06:59
by Buginator
AniZIne wrote:ok... cant start the game... after i click the icon the screen flashes once changes the arrow to the game`s one then flashes again and nothing... that happens in a fraciton of a second
W7
viewtopic.php?f=4&t=3227
phly95 wrote:also, it still needs HD cutscenes, but what was just released is a big step to getting to that point
Sure thing, as soon as you make them...
Correct!
Roach wrote:My only problem is Warzone 2100 is modding related and only wishes to increase the limit of design components,
This request belongs on
http://sourceforge.net/apps/ideatorrent/warzone2100/ or
viewforum.php?f=30 not here.
Happy Camper wrote:Did you change the weapon ranges? I seems to me that some weapons have a rather limited range (machine gun tower, hpc hardpoint, tamk killer emplacement). Machine gun towers seem also to have a problem to shoot over walls (larger minimum shooting distance?).
Anyway, great work, I will continue testing!
Nope, non of that was changed. The new targeting code may have something to do with this though.
hao wrote:KenAlcock: True, looks like i have this problem as well (:
And i still have
this problem 
New clear cliffs by
Jorzi didn't make it to this version yet.
I don't have time to fix them, but if anyone wants to do this...
I know it's not very humble to ask for this, but ... maybe it could become a good example of an N-player map (N!=2,4,8)
included in warzone2100-3.0?

I don't have a problem with this, as long as the has no errors in it (read your log files), has a full base (so people can pick advanced bases and be all set like the stock maps), and everyone else likes the map.

Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 09:54
by NoQ
Buginator wrote:hao wrote:KenAlcock: True, looks like i have this problem as well (:
And i still have
this problem 
New clear cliffs by
Jorzi didn't make it to this version yet.
I don't have time to fix them, but if anyone wants to do this...
Maybe it could be made at least a little better by
making cliffs a little darker compared to gravel/snow? This won't fix more complicated mountains, but at least make the game a little more obvious. Here's an image from the stock "Mountain" map:
I can't exactly see from the screenshot on the right how did these trucks get over here. If i didn't know in advance, i'd rather believe they reached here from highground on the left.
By the way, something needs to be done to the decal marked with the blue circle. It looks very ... squared
Buginator wrote:
I know it's not very humble to ask for this, but ... maybe it could become a good example of an N-player map (N!=2,4,8)
included in warzone2100-3.0?

I don't have a problem with this, as long as the has no errors in it (read your log files), has a full base (so people can pick advanced bases and be all set like the stock maps), and everyone else likes the map.

Works for me

The first two points, at least

Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 15:53
by Mr_E
i like the older textures better, just you know without the lines...
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 17:31
by Mr_E
let me suggest something, can the arcangels get their map wide range back?
Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 18:00
by Black Project
Mr_E wrote:let me suggest something, can the arcangels get their map wide range back?
No, that would mess with balancing. Ask Zarel why he reduced the Archangel range and you'll know
BP

Re: New testing build for 3.0 is now up!
Posted: 20 Oct 2010, 19:13
by Mr_E
so be it... i just love the rain
